Oolite test release 1.70 - Role Another Number for the Road Edition is now available from GURPO. This release focuses primarily on scripting features. An updater is available for Oolite 1.69.1.

Changes since Oolite 1.69.1:

Greatly enhanced JavaScript scriptability. Ships and planets are now scriptable objects. Every ship now has an attached JavaScript script. Added timers and clock object. The system object provides flexible methods for searching for entities.

Implemented interactive JavaScript/debug console. Under Mac OS X, this is integrated into the application (when a special OXP is installed). On all platforms, the game can communicate with a separate console program over TCP. Writing a good console is left as a third-party opportunity.

Fixed inconsistent usage of "role" attribute by splitting it into a set of roles and a primary role.

New extendable property list, pirate-victim-roles.plist, specifies which (primary) roles pirates will look for when selecting victims. This allows OXP developers to make their special ships potential victims.

Integrated Commander McLane's external views OXP. It is recommended that the OXP be removed when running Oolite 1.70.

Added default shader, used for all ships in full-shader mode and for materials with smoothing or options in simple-shader mode. Added material options for illumination mapping, glow mapping and specular mapping, currently only implemented with shaders. Made all ships slightly shiny by default.

New AI methods:

scanForNearestShipWithPrimaryRole: (new, preferred name for scanForNearestShipWithRole:)

scanForNearestShipWithAnyPrimaryRole:

scanForNearestShipWithoutPrimaryRole:

scanForNearestShipHavingRole:

scanForNearestShipHavingAnyRole:

scanForNearestShipNotHavingRole:

scanForNearestShipWithScanClass:

scanForNearestShipWithoutScanClass:

sendScriptMessage:

Converted several plists to OpenStep format for legibility, and cleaned up some redundant information from shipdata.plist.

Updated JavaScript engine. JavaScript 1.7 is now supported.

Legacy script methods awardFuel: and setFuelLeak: now work on the current script target, not always the player.

Fixed bug where local planetinfo overrides were not being restored from saved games properly.

To the above changes, I would like to add:
- Fix for the showShipModel not showing the ship model bug.
- Fix for the rotate cargo displaying "Food"+garbage numbers bug.

To use the -verify-oxp (--verify-oxp also works):
1. Start a console command window (Start->Run... and type cmd in the input box).

2. Use the cd command to go to the folder where Oolite is installed. Let's say for example that you installed it in C:\Oolite. So you need to type

Code:

cd C:\Oolite

3. Assuming you want to test Assassins.oxp, which lives in C:\Oolite\Addons, type at the command prompt:

Code:

RunOolite -verify-oxp Addons/Assassins.oxp

.

The game will start and exit almost immediately. Don't panic, that's what it is supposed to do. Go look at your stderr.txt now. You will see all the verification messages for Assassins.oxp. And that's it!

Note: After running the OXP verifier, you will notice that Oolite does not print the class name it is logging in subsequent runs (Ahruman, is there a reason for this?). To reset it so that it logs with the full class names again, open the file <installation folder>/oolite.app/GNUstep/Defaults/.GNUstepDefaults and find the line that reads

I find a couple of bugs in 1.7 test, at least in Vista. First, some OXPs crash in 1.7. Those large OXP take a long time to load and a long time to recover after game over. On one occasion, after a crash, my saved commander was given billions of credit on the next start. Also, a brought a military laser and on the equipment list, I see a military laser entry together with a forward (off hand I cannot remember the exact wording) military laser entry.

The laser purchasing and/or general equipment trade-in bugs have already been fixed. We also expect the billion credits problem to have been sorted. Stand by for the next release that will contain the fixes. As for the OXPs causing crashes, please post which are the ones that generate the problems. Ususally, it has to do with OXP errors.

and I was surprised because that key is just about everywhere. It confused me for a little while, until I found its entry on the wiki.
Would it be possible to change the warning for keys that used to be valid?

What I have in mind is something like:

Code:

WARNING: ignored key(valid in 1.65) "weapon_offset_x".

It would definitely help with OXPs aimed at both stable & unstable versions!

Great work on oolite all of you, for those of us who have the computing ability of slimy frogs, we salute you!

Quick question though, can I update from v1.65 to v1.7 in one hit or do I need to remove and re-install? Also, will I lose my hard earned credit and blessed, blessed, mil lasers? Not sure I can cope with losing them, they're like children to me...

<pulls himself together>

Also, will oxp's need to be ported back in?

Sorry if this is a noob question, but I am, so there it is.

(And why are the bleedin' X-Wings so hard to kill? They were cannon fodder on Tie Fighter!)

_________________The only good pirate is a dead pirate. Full speed to Killimar!